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📄 techniqueapplication.cpp

📁 real-time(实时渲染技术DirectX)30(2)-36
💻 CPP
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/***************************************************************
* TechniqueApplication.cpp                                     *
*                                                              *
* This file contains the implementation of the                 *
* TechniqueApplication class.    	        				   *
* To compile correctly, this file must be linked with:         *
* kernel32.lib                                                 *
* user32.lib                                                   *
* d3dx8dt.lib                                                  *
* d3d8.lib                                                     *
*                                                              *
***************************************************************/

#include "TechniqueApplication.h"

#define TEX_DIMENSION 1024

#define D3DFVF_MESHVERTEX (D3DFVF_XYZ | D3DFVF_NORMAL | D3DFVF_DIFFUSE)
#define D3DFVF_DISPLAYVERTEX (D3DFVF_XYZRHW | D3DFVF_TEX1 | D3DFVF_DIFFUSE)

struct MESH_VERTEX
{
	float x, y, z;
	float nx, ny, nz;
	DWORD color;
};

struct DISPLAY_VERTEX
{
	float x, y, z, rhw;
	DWORD color;
	float u, v;
};

CTechniqueApplication::CTechniqueApplication()
{
	m_pDisplayVertexBuffer     = NULL;
	m_pMeshVertexBuffer        = NULL;
	m_pMeshIndexBuffer         = NULL;
	m_pMesh                    = NULL;
	m_pMeshMaterials           = NULL;
	m_pDisplayTexture          = NULL;
	m_pDisplayTextureSurface   = NULL;
	m_pDisplayZSurface         = NULL;
	m_pBackBuffer              = NULL;
	m_pZBuffer                 = NULL;
	m_NumMaterials             = 0;
	m_BasicShader              = 0;
}

CTechniqueApplication::~CTechniqueApplication()
{
}

BOOL CTechniqueApplication::PostInitialize()
{
	D3DDISPLAYMODE CurrentMode;
	if (SUCCEEDED(m_pD3D->GetAdapterDisplayMode(D3DADAPTER_DEFAULT,
								                &CurrentMode)))
	{
		ZeroMemory(&m_PresentParameters, 
				   sizeof(D3DPRESENT_PARAMETERS));
		m_PresentParameters.Windowed = TRUE;
		m_PresentParameters.SwapEffect = D3DSWAPEFFECT_COPY;
		m_PresentParameters.BackBufferFormat = CurrentMode.Format;
		m_PresentParameters.EnableAutoDepthStencil = TRUE;
		m_PresentParameters.AutoDepthStencilFormat = D3DFMT_D24S8;

		m_CreationParameters.AdapterOrdinal = 
											D3DADAPTER_DEFAULT;
		m_CreationParameters.DeviceType     = D3DDEVTYPE_HAL;
		m_CreationParameters.hFocusWindow   = m_hWnd;


		D3DCAPS8 Caps;
		m_pD3D->GetDeviceCaps(D3DADAPTER_DEFAULT, D3DDEVTYPE_HAL, &Caps);
		if (Caps.VertexShaderVersion == D3DVS_VERSION(1,1))
			m_CreationParameters.BehaviorFlags = D3DCREATE_HARDWARE_VERTEXPROCESSING;
		else
			m_CreationParameters.BehaviorFlags = D3DCREATE_SOFTWARE_VERTEXPROCESSING;

		if (FAILED(CreateDevice(&m_CreationParameters, &m_PresentParameters)))
			return FALSE;
	}


	//Do the basic camera positioning, etc.
	SetupDevice();
	
	//Load the mesh object
	LoadMesh();

	//Create the buffers we're actually going to use
	ExtractBuffers();

	if (FAILED(CreateDisplayBuffer()))
		return FALSE;

	//Create the shader
	if (FAILED(CreateShaders()))
		return FALSE;

	//Clear Once
	m_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
		            D3DCOLOR_XRGB(100, 100, 200), 1.0f, 0);


	return TRUE;
}

void CTechniqueApplication::Render()
{
	//Set the view matrix based on the position above.
	D3DXMatrixLookAtLH(&m_ViewMatrix, &D3DXVECTOR3(0.0, 0.0f, -40.0f),
		               &D3DXVECTOR3(0.0f, 0.0f, 0.0f),
					   &D3DXVECTOR3(0.0f, 1.0f, 0.0f));

    //The following matrix operations will transform the mesh
	D3DXMATRIX Rotation;
    D3DXMATRIX Translation;

	//These matrices will rotate and translate the mesh
	D3DXMatrixRotationY(&Rotation, (float)GetTickCount() / 1000.0f);
	D3DXMatrixTranslation(&Translation, 0.0f, 0.0f, 0.0f);
	m_WorldMatrix = Rotation * Translation;

	//Set some lighting constants
	D3DXVECTOR4 Ambient    (0.1,  0.1f, 0.1f, 0.0f);
	m_pD3DDevice->SetVertexShaderConstant(5, &Ambient, 1);

	//Set the light direction
	D3DXVECTOR4 LightDir = D3DXVECTOR4(0.0f, -1.0f, 0.0f, 0.0f);
	D3DXMATRIX InverseWorld;
	D3DXMatrixInverse(&InverseWorld, NULL, &m_WorldMatrix);
	D3DXVec4Transform(&LightDir, &LightDir, &InverseWorld);
	D3DXVec4Normalize(&LightDir, &LightDir);
	m_pD3DDevice->SetVertexShaderConstant(4, &LightDir, 1);

	//Create the concatenated transformation matrix
	D3DXMATRIX ShaderMatrix = m_WorldMatrix * m_ViewMatrix * 
				              m_ProjectionMatrix;
	D3DXMatrixTranspose(&ShaderMatrix, &ShaderMatrix);
	m_pD3DDevice->SetVertexShaderConstant(0, &ShaderMatrix, 4);

	//Set the viewport so that the rendered image matches the device.
	//Get the viewport here and then set it when the render target changes
	D3DVIEWPORT8 NormalViewport;
	m_pD3DDevice->GetViewport(&NormalViewport);

	//Set up the renderTarget
	HRESULT hr = m_pD3DDevice->SetRenderTarget(m_pDisplayTextureSurface, m_pDisplayZSurface);

	//Set the matching viewport
	m_pD3DDevice->SetViewport(&NormalViewport);
	m_pD3DDevice->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, 
		                D3DCOLOR_XRGB(100, 100, 200), 1.0f, 0);
		
	//Set the current shader
	hr = m_pD3DDevice->SetVertexShader(m_BasicShader);
	
	//Draw the object
	m_pD3DDevice->SetStreamSource(0, m_pMeshVertexBuffer, sizeof(MESH_VERTEX));
	m_pD3DDevice->SetIndices(m_pMeshIndexBuffer, 0);
	m_pD3DDevice->DrawIndexedPrimitive(D3DPT_TRIANGLELIST, 0, 
    								   m_pMesh->GetNumVertices(), 0,
									   m_pMesh->GetNumFaces());

	//Set the renderTarget back to the normal back buffer
	m_pD3DDevice->SetRenderTarget(m_pBackBuffer, m_pZBuffer);

	//Set up the new texture to be drawn
	m_pD3DDevice->SetTexture(0, m_pDisplayTexture);
	m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TFACTOR);
	m_pD3DDevice->SetRenderState(D3DRS_TEXTUREFACTOR, 0x55ffffff);

	//Set display modes for a simple alpha blended rectangle
	m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,   TRUE);
	m_pD3DDevice->SetRenderState(D3DRS_SRCBLEND,  D3DBLEND_SRCALPHA);
    m_pD3DDevice->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_INVSRCALPHA);

	//This ensures everything is drawn
	m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_NONE);
	m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, FALSE);

	//Draw a rectangle showing the rendering
	m_pD3DDevice->SetVertexShader(D3DFVF_DISPLAYVERTEX);
	m_pD3DDevice->SetStreamSource(0, m_pDisplayVertexBuffer, sizeof(DISPLAY_VERTEX));
	m_pD3DDevice->DrawPrimitive(D3DPT_TRIANGLESTRIP, 0, 2);

	//Set things back to normal
	m_pD3DDevice->SetRenderState(D3DRS_CULLMODE, D3DCULL_CCW);
	m_pD3DDevice->SetRenderState(D3DRS_ZENABLE, TRUE);
	m_pD3DDevice->SetRenderState(D3DRS_ALPHABLENDENABLE,   FALSE);
	m_pD3DDevice->SetTexture(0, NULL);
	m_pD3DDevice->SetTextureStageState(0, D3DTSS_ALPHAARG1, D3DTA_TEXTURE);
}

HRESULT CTechniqueApplication::LoadMesh()
{
	LPD3DXBUFFER pD3DXMtrlBuffer;
	LPD3DXMESH   pOriginalMesh;

    //Load and initialize the mesh. This is a repeat of the code
	//from Chapter 10.
	if(FAILED(D3DXLoadMeshFromX("..\\media\\fattorus.x",
								D3DXMESH_MANAGED, 
                                m_pD3DDevice, NULL, &pD3DXMtrlBuffer,
								&m_NumMaterials, &pOriginalMesh)))
        return FALSE;

	D3DXMATERIAL* d3dxMaterials = 
		(D3DXMATERIAL*)pD3DXMtrlBuffer->GetBufferPointer();

    m_pMeshMaterials = new D3DMATERIAL8[m_NumMaterials];

    for(long MatCount = 0; MatCount < m_NumMaterials; MatCount++)
		m_pMeshMaterials[MatCount] = d3dxMaterials[MatCount].MatD3D;

    pD3DXMtrlBuffer->Release();

	//This is new. If the FVF doesn't match, clone the mesh and
	//create one that does. Then, release the loaded mesh. If the 
	//FVF does match, set the member mesh and move on.
	if (pOriginalMesh->GetFVF() != D3DFVF_MESHVERTEX)
	{
		pOriginalMesh->CloneMeshFVF(D3DXMESH_MANAGED,
									D3DFVF_MESHVERTEX,
                                    m_pD3DDevice, &m_pMesh);
		
		pOriginalMesh->Release();
		pOriginalMesh = NULL;
	}
	else
		m_pMesh = pOriginalMesh;

	return S_OK;
}

BOOL CTechniqueApplication::PreReset()
{
	//Delete the shaders
	m_pD3DDevice->DeleteVertexShader(m_BasicShader);

	//Get rid of all the render target objects
	CleanUpTarget();

	return TRUE;
}

BOOL CTechniqueApplication::PostReset()
{
	SetupDevice();

	//Recreate the shader
	if (FAILED(CreateShaders()))
		return FALSE;

	return TRUE;
}


BOOL CTechniqueApplication::PreTerminate()

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